So I finally have an open weekend to catch up a little bit and it’s time to recap the events of this year’s Cabin Con gathering. We decided to extend the convention by starting on Wednesday night instead of Thursday night. This is the length of our annual Gen Con adventure and that length always felt like the perfect amount of time without becoming too long.
I picked up an out of town friend on Wednesday afternoon and after a bit of traffic, we met up with some of the others and caravaned up to the cabin. After some grocery shopping to stock up, we made it to the cabin and immediately busted out the games.
As has been out tradition, we kept a record of our games played and who was involved. One of the members made a “Cabin Con” notebook and we’ve been using it as our record book ever since.
We started out with some light games like Codenames and then moved into High Society.
We finished out the first night with a round of our custom Cabin Con No Thanks! and my pimped out Liar’s Dice.
On Thursday, we had our last attendee show up making the Con full with 6 total gamers. We loafed around in the morning while some games of VS System were played and solo games of Delve whittled away the down time.
Soon we jumped out of the light/quick games and prepped for a game of Stone Age.
Stone Age opened up the heaviness of our game selection so we prepped a 4 player skirmish game of Imperial Assault.
After Imperial Assault, we hit a few games of The Duke, got Roll for the Galaxy to the table, and hit Delve and Codenames until dinner. While dinner was prepped and served, I set up our premiere event for the night: my homebrew setup of The Walking Dead: All Out War.
I’ve shown some prep work in my Cabin Con Prep posts before and was pretty satisfied by what I was able to put together before the event. Still, I was a little nervous about how it would go over since I hadn’t actually played the scenario I set up. I’d played through various iterations of the rules that were released by Mantic over the course of the Kickstarter but only in solo sessions. While those were fun enough for me to enjoy, keeping the other five players engaged was another thing altogether.
I lead the game as a quasi-RPG, manipulating events to help make sure the tension and experience stayed high enough to keep everyone interested. Since I set up the scenario and new all the surprises, I teased out information for the group in small bits. It seemed to make the most sense to let them explore the game organically while I just followed the group much like a Gamemaster playing an NPC.
The game went better than I expected and everyone seemed to enjoy the session. I’ll do a full write up of the game session in another post but everyone was excited to try it again. Luckily, I set up the scenario to work as either a stand alone session or two part campaign and had the “conclusion” part ready in case everyone wanted to try it again.
After the epic Walking Dead session, we finished out the evening with a few more games of Liar’s Dice.